Hi,
thank you for your reply. As I was confused about the mixing of versions, I
have started from scratch. After compiling it seems that now I have
everything in order (version 3.0.1). I have tried again and the same
problem. I have tried to open the file with the osgviewer and the file has
been
I don't think there are other textures involved to add MSAA to..
two other blur units before the UnitInResampleOut could help yes,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
grtz,
René
2011/11/24
Hello René,
also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.
The default values in the osgPPU hdr example are sigma = 4.0 and radius
= 7.0, however I have not seen a difference between radius = 7.0, 15.0
the radius determines the pixel for which the sigma is used.
once you are on the edges of the kernel (gauss curve approaches 0),
you can stop blurring.
this will be around 2.5 - 3 times sigma.
the correct sigma depends on the effect intended,
try different sigmas ranging from 2-15 and radius =
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Hi,
I refactored the osgjs-plugin and I thought that it could interest
people working with opengl es. webgl is built ontop of opengles so
optimization work for both.
Maybe the part that split models into 64k drawelements, merge tristrip
into one with
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